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- Exhumed: Clean up player accesses in AddAmmo()
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d4b0cb14b4
commit
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4 changed files with 10 additions and 12 deletions
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@ -436,7 +436,7 @@ void MoveWeapons(int nPlayer)
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if (nWeapon == kWeaponGrenade)
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if (nWeapon == kWeaponGrenade)
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{
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{
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BuildGrenade(nPlayer);
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BuildGrenade(nPlayer);
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AddAmmo(nPlayer, 4, -1);
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AddAmmo(pPlayer, 4, -1);
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}
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}
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else if (nWeapon == kWeaponMummified)
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else if (nWeapon == kWeaponMummified)
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{
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{
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@ -866,7 +866,7 @@ loc_flag:
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if (nWeapon != kWeaponGrenade)
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if (nWeapon != kWeaponGrenade)
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{
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{
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if (WeaponInfo[nWeapon].d) {
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if (WeaponInfo[nWeapon].d) {
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AddAmmo(nPlayer, nAmmoType, -1);
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AddAmmo(pPlayer, nAmmoType, -1);
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}
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}
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if (nWeapon == kWeaponM60) {
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if (nWeapon == kWeaponM60) {
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@ -417,10 +417,8 @@ void StartDeathSeq(int nPlayer, int nVal)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount)
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int AddAmmo(DExhumedPlayer* const pPlayer, int nWeapon, int nAmmoAmount)
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{
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{
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const auto pPlayer = getPlayer(nPlayer);
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if (!nAmmoAmount)
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if (!nAmmoAmount)
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nAmmoAmount = 1;
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nAmmoAmount = 1;
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@ -752,13 +750,13 @@ static void doPickupWeapon(DExhumedPlayer* pPlayer, DExhumedActor* pPickupActor,
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if (pPlayer->nPlayerWeapons & weapFlag)
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if (pPlayer->nPlayerWeapons & weapFlag)
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{
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{
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if (currentLevel->gameflags & LEVEL_EX_MULTI)
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if (currentLevel->gameflags & LEVEL_EX_MULTI)
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AddAmmo(pPlayer->pnum, WeaponInfo[nWeapon].nAmmoType, nAmount);
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AddAmmo(pPlayer, WeaponInfo[nWeapon].nAmmoType, nAmount);
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}
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}
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else
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else
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{
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{
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SetNewWeaponIfBetter(pPlayer, nWeapon);
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SetNewWeaponIfBetter(pPlayer, nWeapon);
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pPlayer->nPlayerWeapons |= weapFlag;
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pPlayer->nPlayerWeapons |= weapFlag;
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AddAmmo(pPlayer->pnum, WeaponInfo[nWeapon].nAmmoType, nAmount);
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AddAmmo(pPlayer, WeaponInfo[nWeapon].nAmmoType, nAmount);
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}
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}
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if (nWeapon == 2)
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if (nWeapon == 2)
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@ -848,7 +846,7 @@ void doPlayerItemPickups(DExhumedPlayer* const pPlayer)
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case 6: // Speed Loader
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case 6: // Speed Loader
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case 7: // Fuel Canister
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case 7: // Fuel Canister
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case 8: // M - 60 Ammo Belt
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case 8: // M - 60 Ammo Belt
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if (AddAmmo(pPlayer->pnum, ammoArray[nItem - 6], pPickupActor->spr.hitag))
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if (AddAmmo(pPlayer, ammoArray[nItem - 6], pPickupActor->spr.hitag))
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{
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{
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if (nItem == 8) CheckClip(pPlayer->pnum);
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if (nItem == 8) CheckClip(pPlayer->pnum);
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doPickupDestroy(pPickupActor, nItem);
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doPickupDestroy(pPickupActor, nItem);
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@ -859,7 +857,7 @@ void doPlayerItemPickups(DExhumedPlayer* const pPlayer)
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case 9: // Grenade
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case 9: // Grenade
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case 27: // May not be grenade, needs confirmation
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case 27: // May not be grenade, needs confirmation
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case 55:
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case 55:
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if (AddAmmo(pPlayer->pnum, 4, 1))
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if (AddAmmo(pPlayer, 4, 1))
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{
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{
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if (!(pPlayer->nPlayerWeapons & 0x10))
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if (!(pPlayer->nPlayerWeapons & 0x10))
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{
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{
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@ -969,7 +967,7 @@ void doPlayerItemPickups(DExhumedPlayer* const pPlayer)
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case 37: // Cobra staff ammo
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case 37: // Cobra staff ammo
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case 38: // Raw Energy
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case 38: // Raw Energy
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if (AddAmmo(pPlayer->pnum, nItem - 32, (nItem == 38) ? pPickupActor->spr.hitag : 1))
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if (AddAmmo(pPlayer, nItem - 32, (nItem == 38) ? pPickupActor->spr.hitag : 1))
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{
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{
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doPickupDestroy(pPickupActor, nItem);
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doPickupDestroy(pPickupActor, nItem);
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doPickupNotification(pPlayer, nItem, StaticSound[kSoundAmmoPickup]);
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doPickupNotification(pPlayer, nItem, StaticSound[kSoundAmmoPickup]);
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@ -140,7 +140,7 @@ extern int nCurStartSprite;
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int GetPlayerFromActor(DExhumedActor* actor);
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int GetPlayerFromActor(DExhumedActor* actor);
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void SetPlayerMummified(DExhumedPlayer* const pPlayer, int bIsMummified);
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void SetPlayerMummified(DExhumedPlayer* const pPlayer, int bIsMummified);
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int AddAmmo(int nPlayer, int nWeapon, int nAmmoAmount);
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int AddAmmo(DExhumedPlayer* const pPlayer, int nWeapon, int nAmmoAmount);
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void ShootStaff(int nPlayer);
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void ShootStaff(int nPlayer);
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void updatePlayerTarget(DExhumedPlayer* const pPlayer);
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void updatePlayerTarget(DExhumedPlayer* const pPlayer);
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@ -299,7 +299,7 @@ void AIRa::Tick(RunListEvent* ev)
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if (pPlayer->nAmmo[kWeaponRing] > 0)
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if (pPlayer->nAmmo[kWeaponRing] > 0)
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{
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{
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runlist_DamageEnemy(pRa->pTarget, getPlayer(pRa->nPlayer)->GetActor(), BulletInfo[kWeaponRing].nDamage);
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runlist_DamageEnemy(pRa->pTarget, getPlayer(pRa->nPlayer)->GetActor(), BulletInfo[kWeaponRing].nDamage);
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AddAmmo(pPlayer->pnum, kWeaponRing, -WeaponInfo[kWeaponRing].d);
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AddAmmo(pPlayer, kWeaponRing, -WeaponInfo[kWeaponRing].d);
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SetQuake(pActor, 100);
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SetQuake(pActor, 100);
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}
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}
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else
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else
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